/Engine/Source/Runtime/Renderer/Public/MeshPassUtils.h
namespace UE { namespace MeshPassUtils { namespace Private { template<typename TShaderClass> void UE::MeshPassUtils::Private::PrepareDispatch ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const TShaderRef< TShaderClass > & ComputeShader, const [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & ShaderBindings, const typename TShaderClass::FParameters & PassParameters ) } } }